colorPicker/swatch srgb display.

dependency from @rextimmy: tolinear and togamma for color+lumnance.
This commit is contained in:
Azaezel 2016-12-22 06:37:34 -06:00
parent 54456fa4fa
commit d42b1a6be8
7 changed files with 162 additions and 41 deletions

View file

@ -58,7 +58,7 @@ ConsoleDocClass( GuiSwatchButtonCtrl,
//-----------------------------------------------------------------------------
GuiSwatchButtonCtrl::GuiSwatchButtonCtrl()
: mSwatchColor( 1, 1, 1, 1 )
: mSwatchColor(1, 1, 1, 1), mUseSRGB(false)
{
mButtonText = StringTable->insert( "" );
setExtent(140, 30);
@ -71,7 +71,8 @@ GuiSwatchButtonCtrl::GuiSwatchButtonCtrl()
void GuiSwatchButtonCtrl::initPersistFields()
{
addField( "color", TypeColorF, Offset( mSwatchColor, GuiSwatchButtonCtrl ), "The foreground color of GuiSwatchButtonCtrl" );
addField("color", TypeColorF, Offset(mSwatchColor, GuiSwatchButtonCtrl), "The foreground color of GuiSwatchButtonCtrl");
addField( "useSRGB", TypeBool, Offset( mUseSRGB, GuiSwatchButtonCtrl ), "Render using sRGB scale" );
addField( "gridBitmap", TypeString, Offset( mGridBitmap, GuiSwatchButtonCtrl ), "The bitmap used for the transparent grid" );
@ -107,7 +108,10 @@ void GuiSwatchButtonCtrl::onRender( Point2I offset, const RectI &updateRect )
drawer->drawBitmapStretch( mGrid, renderRect );
// Draw swatch color as fill...
drawer->drawRectFill( renderRect, mSwatchColor );
if (!mUseSRGB)
drawer->drawRectFill( renderRect, mSwatchColor.toGamma() );
else
drawer->drawRectFill(renderRect, mSwatchColor);
// Draw any borders...
drawer->drawRect( renderRect, borderColor );

View file

@ -40,7 +40,7 @@ class GuiSwatchButtonCtrl : public GuiButtonBaseCtrl
/// The color to display on the button.
ColorF mSwatchColor;
bool mUseSRGB; ///< use sRGB color scale
/// Bitmap used for mGrid
String mGridBitmap;

View file

@ -73,6 +73,7 @@ GuiColorPickerCtrl::GuiColorPickerCtrl()
mSelectColor = false;
mSetColor = mSetColor.BLACK;
mBitmap = NULL;
mUseSRGB = false;
}
GuiColorPickerCtrl::~GuiColorPickerCtrl()
@ -104,6 +105,7 @@ void GuiColorPickerCtrl::initPersistFields()
addGroup("ColorPicker");
addField("baseColor", TypeColorF, Offset(mBaseColor, GuiColorPickerCtrl));
addField("pickColor", TypeColorF, Offset(mPickColor, GuiColorPickerCtrl));
addField("useSRGB", TypeBool, Offset(mUseSRGB, GuiColorPickerCtrl), "Render using sRGB scale");
addField("selectorGap", TypeS32, Offset(mSelectorGap, GuiColorPickerCtrl));
addField("displayMode", TYPEID< PickMode >(), Offset(mDisplayMode, GuiColorPickerCtrl) );
addField("actionOnMove", TypeBool,Offset(mActionOnMove, GuiColorPickerCtrl));
@ -120,24 +122,35 @@ void GuiColorPickerCtrl::drawBlendBox(RectI &bounds, ColorF &c1, ColorF &c2, Col
S32 l = bounds.point.x, r = bounds.point.x + bounds.extent.x;
S32 t = bounds.point.y, b = bounds.point.y + bounds.extent.y;
ColorF col[4];
col[0] = c1;
col[1] = c2;
col[2] = c3;
col[3] = c4;
if (!mUseSRGB)
{
for (U32 i = 0; i < 4; i++)
col[i] = col[i].toGamma();
}
//A couple of checks to determine if color blend
//A couple of checks to determine if color blend
if(c1 == colorWhite && c3 == colorAlpha && c4 == colorBlack)
if (c1 == colorWhite && c3 == colorAlpha && c4 == colorBlack)
{
//Color
PrimBuild::begin(GFXTriangleStrip, 4);
PrimBuild::color( c2 );
PrimBuild::color(col[1]);
PrimBuild::vertex2i(l, t);
PrimBuild::color( c2 );
PrimBuild::color(col[1]);
PrimBuild::vertex2i(r, t);
PrimBuild::color( c2 );
PrimBuild::vertex2i( l, b );
PrimBuild::color(col[1]);
PrimBuild::vertex2i(l, b);
PrimBuild::color( c2 );
PrimBuild::color(col[1]);
PrimBuild::vertex2i(r, b);
PrimBuild::end();
@ -145,14 +158,14 @@ void GuiColorPickerCtrl::drawBlendBox(RectI &bounds, ColorF &c1, ColorF &c2, Col
//White
PrimBuild::begin(GFXTriangleStrip, 4);
PrimBuild::color(c1);
PrimBuild::color(col[0]);
PrimBuild::vertex2i(l, t);
PrimBuild::color( colorAlphaW );
PrimBuild::color(colorAlphaW);
PrimBuild::vertex2i(r, t);
PrimBuild::color( c1 );
PrimBuild::vertex2i( l, b );
PrimBuild::color(col[0]);
PrimBuild::vertex2i(l, b);
PrimBuild::color(colorAlphaW);
PrimBuild::vertex2i(r, b);
@ -162,15 +175,15 @@ void GuiColorPickerCtrl::drawBlendBox(RectI &bounds, ColorF &c1, ColorF &c2, Col
//Black
PrimBuild::begin(GFXTriangleStrip, 4);
PrimBuild::color(c3);
PrimBuild::color(col[2]);
PrimBuild::vertex2i(l, t);
PrimBuild::color( c3 );
PrimBuild::vertex2i( r, t );
PrimBuild::color(col[2]);
PrimBuild::vertex2i(r, t);
PrimBuild::color( c4 );
PrimBuild::color(col[3]);
PrimBuild::vertex2i(l, b);
PrimBuild::color( c4 );
PrimBuild::color(col[3]);
PrimBuild::vertex2i(r, b);
PrimBuild::end();
@ -179,17 +192,17 @@ void GuiColorPickerCtrl::drawBlendBox(RectI &bounds, ColorF &c1, ColorF &c2, Col
{
PrimBuild::begin(GFXTriangleStrip, 4);
PrimBuild::color( c1 );
PrimBuild::vertex2i( l, t );
PrimBuild::color(col[0]);
PrimBuild::vertex2i(l, t);
PrimBuild::color( c2 );
PrimBuild::vertex2i( r, t );
PrimBuild::color(col[1]);
PrimBuild::vertex2i(r, t);
PrimBuild::color(c4);
PrimBuild::color(col[3]);
PrimBuild::vertex2i(l, b);
PrimBuild::color( c3 );
PrimBuild::vertex2i( r, b );
PrimBuild::color(col[2]);
PrimBuild::vertex2i(r, b);
PrimBuild::end();
}
@ -199,6 +212,7 @@ void GuiColorPickerCtrl::drawBlendBox(RectI &bounds, ColorF &c1, ColorF &c2, Col
/// Function to draw a set of boxes blending throughout an array of colors
void GuiColorPickerCtrl::drawBlendRangeBox(RectI &bounds, bool vertical, U8 numColors, ColorI *colors)
{
GFX->setStateBlock(mStateBlock);
S32 l = bounds.point.x, r = bounds.point.x + bounds.extent.x + 4;
@ -208,6 +222,20 @@ void GuiColorPickerCtrl::drawBlendRangeBox(RectI &bounds, bool vertical, U8 numC
S32 x_inc = int(mFloor((r - l) / F32(numColors - 1)));
S32 y_inc = int(mFloor((b - t) / F32(numColors - 1)));
ColorI *col = new ColorI[numColors];
dMemcpy(col, colors, numColors * sizeof(ColorI));
if (mUseSRGB)
{
for (U16 i = 0; i < numColors - 1; i++)
col[i] = colors[i];
}
else
{
for (U16 i = 0; i < numColors - 1; i++)
col[i] = colors[i].toGamma();
}
for (U16 i = 0; i < numColors - 1; i++)
{
// This is not efficent, but then again it doesn't really need to be. -pw
@ -216,30 +244,30 @@ void GuiColorPickerCtrl::drawBlendRangeBox(RectI &bounds, bool vertical, U8 numC
if (!vertical) // Horizontal (+x)
{
// First color
PrimBuild::color(colors[i]);
PrimBuild::color(col[i]);
PrimBuild::vertex2i(l, t);
PrimBuild::color(colors[i + 1]);
PrimBuild::color(col[i + 1]);
PrimBuild::vertex2i(l + x_inc, t);
// Second color
PrimBuild::color(colors[i]);
PrimBuild::color(col[i]);
PrimBuild::vertex2i(l, b);
PrimBuild::color(colors[i + 1]);
PrimBuild::color(col[i + 1]);
PrimBuild::vertex2i(l + x_inc, b);
l += x_inc;
}
else // Vertical (+y)
{
// First color
PrimBuild::color(colors[i]);
PrimBuild::color(col[i]);
PrimBuild::vertex2i(l, t);
PrimBuild::color(colors[i + 1]);
PrimBuild::color(col[i + 1]);
PrimBuild::vertex2i(l, t + y_inc);
// Second color
PrimBuild::color(colors[i]);
PrimBuild::color(col[i]);
PrimBuild::vertex2i(r, t);
PrimBuild::color(colors[i + 1]);
PrimBuild::color(col[i + 1]);
PrimBuild::vertex2i(r, t + y_inc);
t += y_inc;
}

View file

@ -90,6 +90,7 @@ class GuiColorPickerCtrl : public GuiControl
ColorF mPickColor; ///< Color that has been picked from control
ColorF mBaseColor; ///< Colour we display (in case of pallet and blend mode)
PickMode mDisplayMode; ///< Current color display mode of the selector
bool mUseSRGB; ///< use sRGB color scale
Point2I mSelectorPos; ///< Current position of the selector
bool mPositionChanged; ///< Current position has changed since last render?